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CUSTOM SKEL NPC: Gorc


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  • 2 weeks later...
Posted

I tinkered with some helmet design...

 

 

gNfkzSX.jpg

 

 

Very nice. I think taking some artistic license with the design is a good move - being able to incorporate more Gamorrean and Kowakian features into the final product makes them more consistent with how they're described over how they actually looked.

Smoo and Psyk0Sith like this
Posted

They're so nostalgic though...

 

It'd also be a butt load more work to make them. It'd have to be something that would be made final decision on towards the release of the mod which is no time soon lol.

Posted

Then any characters and environments in-game should match 1:1 as seen in the videos. While really cool looking, the latest pic doesn't resemble the videos.

Posted

Not ruling it out, just kinda one of those things that would have to be decided when we get far enough into the mod, maybe both can be options that the player can choose.

Posted

@@DT85 You can't tell me what to do until you get your title back, aka Emperor of this mod! :D

 

I'll try to keep it tame...if that fails we can always update the old videos with the new characters lol :ph34r:

Bek, Tempust85 and Smoo like this
Posted

You left lol.

 

Now I gotta find someone else that can code and maybe do a handful of other things to take your place cause I can only really animate and a mediocre modeler at best. I did at least download Radiant but next to a 3d art package it makes no sense.

Smoo likes this
Posted

You left lol.

 

Now I gotta find someone else that can code and maybe do a handful of other things to take your place cause I can only really animate and a mediocre modeler at best. I did at least download Radiant but next to a 3d art package it makes no sense.

I can code, but i'll look thought DF2 commits first b4 i'm certain i know what needs to be added lol

Archangel35757 likes this
  • 2 weeks later...
Posted

Must... have.... MOAR!

 

Rotate the forearms back? Yes, but straighten the arms? NO.

 

It works better for rigs to keep a slight bend to the knees and elbows, mostly for the resolution plane of the joint to avoid any adverse flipping when moving the wrist constraints.

Archangel35757 likes this
Posted

The forearms are twisted though, a lot of basic sequences like a run or walk cycle wouldn't have the radius/ulna twisted like that, it would require input to correct it on a lot of basic movements.

Posted

Oh yeah, I forgot this game you can't have the rigging pose different to the basepose for animations. Had my mind elsewhere in 2016, not 2002 lol. :P

Well, but we are planning to make a custom NPC Rig and retarget the animations onto it. So the current sculpted pose will be the root pose.
Posted

Sure will be interesting to see how this turns out, my attempts at re-targeting in the past have failed so I hope you have better luck.

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